CAPÍTULO 1 FUNDAMENTACIÓN TEÓRICA
1.6 A NÁLISIS DEL MODELO DE ARQUITECTURA DE LA INFORMACIÓN UTILIZADA
The Force is perhaps nothing more than a vast energy source, but then again it may be Something far greater. Adapts who have a tendency to attach almost a religious significance to the Force, but not in a superstitious fashion. For them, the Force is a very real part of their lives.
Telergic Adapts who elect to serve the Light side of the Force have chosen the Life Principle. They are the Space Opera counterparts of such science fiction heroes as the Lensmen of
‘Doc’ Smith’s epic series who engage in a titanic struggle of cosmic proportions against the minions of Boskone and the Eddadorians, Or they are like the .Jedi Knights of StarWars. Such characters will have before them the task of enacting the roles of almost superhuman Champions of ‘humanity’ and Civilisation, Depending on the scenario, they will be found in the StarForces or the Interstellar Police, and they do not have to concern themselves about being discharged from the service because they will be ‘severed’ from their chosen fields when they are slain. It might be that they are the remnants of a once great Brotherhood suppressed by unscrupulous men who would enslave all races under an iron dictatorship. Thus they become heroic revolutionaries seeking to overthrow a tyrannical empire.
Whatever the situation, they are men who stand for the Right and the Just.
Those Telergic Adapts who elect to serve the Dark side of the Force have chosen the Death Principle. They are the Space Opera counterparts of the science fiction villains like the Black Lensmen of the Lensman series or Darth Vader of StarWars, and so on. Such characters have before them the task of enacting the roles of the Enemies of ‘humanity’ and Civilisation. They are the power-hungry, the Destroyers and the would-be Dictators, Adapts who have turned the Force to the service of their own personal ambitions. However, that should not be interpreted to mean that they are given to cruelty for its own sake. Rather, they are merely ‘expedient’ in their approach to obstacles.
Those who get in their way are neutralised or disposed of in the most efficient manner available.
All Telergic Adepts will automatically acquire certain powers at a given level of their development. These powers do not have to be learned.
SELF-HEAL, Level 5 Telergy: As the Adept acquires knowledge about the physiological functions of his body, he acquires the power to heal 1 point of damage to his body per day for each Telergic level he has attained, with the aid of a PK Crystal. If he has no PK Crystal, he can heal himself at 1/3 the rate possible with a Star-Stone.
HEAL, Level 5 Telergy: Servants of the Light side of the Force acquire the power to heal 2d6 points of damage to the body of another if the victim rolls a successful Constitution CR. Cost = 4 stamina points per damage point healed (2 stamina points with a PK Crystal). Range =touch. Only one such healing can be performed for any set of wounds; thus a victim cannot receive the benefit of several healing applications for the same wounds. A minimum Em.pathy/16 is required to perform the Healing.
PAINSTOP, Level 5 Telergy: All Telergic Adepts can totally block the pain they might feel as the result of injuries, etc. PainStop provides total immunity against torture, Shock from wounds, and such psionic attacks as PainBlast, The talent may also be bestowed on others through touch. Cost = 10 stamina points (5 with PK Crystal). Duration 1d6 hours.
MENTAL ATTACK, Level 5 Telergy: The Adept acquires the ability to deliver any Telepathic attack equal to his level of development if he has a PK Crystal requires that he have learned the Telepathic talent.
PAINTOUCH, Level 5 Telergy: The Adept acquires the ability to deliver a Mental Attack equivalent to PainBlast (see Telepathy) at 1/2 the normal stamina costs when he touches his victim. This attack cannot be turned by a Thought Screen.
SENSORYBLOCK, Level 5 Telergy: The Adept acquires the ability to deliver a Mental Attack against all Psionics and a simple physical attack against non-Psionics (touch only is required, with an expenditure of 5 stamina points) which will cause the loss of one of the senses for 3d6 minutes. When delivered as a Mental Attack, the cost is 10 stamina points (5 with PK Crystal), and the range is at Mental Attack ranges.
DEATHTOUCH, Level 6 Telergy: The Adept acquires the ability to deliver a Mental Attack against psionic and a simple physical attack against non-Psionics (touch only 1 required, with an expenditure of 5 stamina points) which will produce effects as described for DeathBolt in Telepathy. When delivered as a Mental Attack, stamina costs and ranges are as described for DeathBolt.
SELF CURE, Level 6 Telergy: Provided the Adept has attained Constitution/19, he can use his self-awareness to analyse and cure any disease he has contracted at a chance equal to his Constitution CR, rolled on 1d20. He can also analyse and neutralise any poison or drug that has been introduced into his system at a chance equal to his Constitution CR minus 1d6, rolled on 1d20. Cost = 1d6 stamina points expended for 1d6 days. A PK Crystal is not required. If a PK Crystal is used, the Cure is effected at a cost of 6 + 1d6 stamina points.
CURE, Level 6 Telergy: Servants of the Light side of the Force can perform a Cure on others to increase the survival chances when they contact any potentially fatal disease, The chance is equal to an Empathy CR minus 1d6, rolled on 1d20. Cost = 5.d6 stamina points (maximum of 15 stamina points with a PK Crystal). Only one attempt may be made for any given patient;
if a failure occurs, the Force will not assist in combating that disease.
REGENERATE SELF, Level 9 Telergy: The Adept may use the Force to cause re-growth of lost limbs, organs, etc. The time required is 5 + 3d6 days per limb, organ, or other tissue to be so regenerated. Cost 25 stamina points per day.
REVIVIFY, Level 9 Telergy: The Adept acquires the Power to re-vive the recently dead. There is a 1% chance per stamina point expended. The chance is reduced -2% per hour after the occurrence of death unless the body had been quick-frozen or injected with Thanokalamine TKM to preserve it. Only one attempt may be made to revive a body in a given day; failure means that a full 24 hours must lapse before another attempt can be made to revive it through exercise of the Force. This extreme application of the Force will leave the Adept with reduced stamina levels for 1d6 days after each attempt (-25 stamina points per attempt).
Space Opera
Volume 2
5.0 GENERAL EQUIPMENT LISTS ...4 5.1 SURVIVAL EQUIPMENT...4 5.2 COMPUTERS ...5 5.3 MINICOMPUTERS ...9 5.4 BATTLECOMPUTERS ...9 5.5 MEDICAL SUPPLIES & EQUIPMENT ...10 5.6 VISION AIDS...11 5.7 COMMUNICATION SYSTEMS ...12 5.8 ELECTRIC COUNTER MEASURES...14 5.9 BATTLEFIELD EQUIPMENT...15 5.10 MISCELLANEOUS EQUIPMENT ...15 5.11 BATTLE ARMOUR, SPACESUITS, & JUMP BELTS ...17 5.12 ROBOTS...20 5.13 CIVILIAN AIRCRAFT ...22 5.14 CIVILIAN VEHICLES ...23 6.0 PERSONAL WEAPONS...27 6.1 ARCHAIC MELEE WEAPONS ...27 6.2 ADVANCED MELEE WEAPONS ...28 6.3 ARCHAIC MISSILES WEAPONS ...29 6.4 TECH/3-4 FIREARMS...30 6.5 SHOTGUNS, TECH/5-6 ...30 6.6 TECH/4-5 FIREARMS...30 6.7 TECH/5 FIREARMS ...31 6.8 TECH/6 FIREARMS ...32 6.10 TECH/7 FIREARMS...32 6.11 ‘RECOILESS’ SERIES: ROCKET GUNS ...32 6.12 GAUSS RIFLE ...33 6.13 STAT RIFLE...33 6.14 TANGLEGUN ...33 6.15 LASERS ...33 6.16 BLASTER'S ...34 6,17 NEEDLE GUNS & SPRING RIFLES ...34 6.18 DART GUNS ...35 6.19 SHOCK DARTS...35 6.20 DRUG & POISON EFFECTS ...35 6.21 DISRUPTERS...36 6.22 SLUG GUN ...36 6.23 FUSION GUNS...37 6.24 STUNNERS ...37 6.25 APROBDIF PROJECTORS...37 6.26 DALLY GUN ...38 7.0 HEAVY WEAPONS...38 8.0 GROUND COMBAT ...38 8.1 SCALE...38 8.2 TURN DURATION ...38 8.3 TURN SEQUENCE...38 8.4 COMBAT TURN MOVEMENT...39 8.5 PAPA POWERED ARMOUR MOVEMENT...39 8.6 CONTRA-GRAV HARNESS MOVEMENT ...39 8.7 MOVEMENT FUNCTIONS...39 8.8 MORALE...40 8.9 DIRECT FIRE WEAPON ...40 8.10 DIRECT FIRE HIT TABLE ...40 8.11 HIT LOCATION...41 8.12 PENETRATION ...42 8.13 WOUNDS ...46 8.14 CLOSE COMBAT ...47
8.15 MELEE PENETRATIONS ...48 9.0 STARSHIPS ...50 9.1 SUB-LIGHT MANOEUVRE DRIVE ...50 9.2 SUB-LIGHT MANOEUVRE PROCEDURE...51 9.3 MANOEUVRE DRIVE VOYAGE TIMES ...51 9.4 MANOEUVRE NAVIGATION ...51 9.5 FTL WARP DRIVE...51 9.6 FTL VOYAGE TIMES ...52 9.7.FTL ASTROGATION...52 9.8 LOST IN SPACE ...52 9.9.STANDARD STARSHIP DESIGNS ...52 9.10 STARSHIP CREWS ...57 9.11 SHIP’S BOATS...57 9.12 LIFE CAPSULES...58 10.0 STARSHIP COMBAT...58 10.1 BATTLE TIME SCALE...58 10.2 BATTLE VELOCITY & DISTANCE SCALE ...58 10.3 SUB-LIGHTSPEED COMBAT ...58 10.4 STARSHIP EW & ECM ...58 10.5 WARP EMERGENCE DETECTION...59 10.6 WARP COURSE PREDICTION &
INTERCEPTION ...60 10.7 STARSHIP BATTLEARMOUR...60 10.8 STARSHIP BATTLESCREENS...60 10.9 STARSHIP DAMAGE CAPACITY...60 10.10 STARSHIP CREW CAPABILITIES...61 10.11 TURN SEQUENCE ...61 10.12 TARGET SELECTION & RANGE...61 10.13 STARTORP FIRE ...61 10.14 THE NOVA GUN...62 10.15 MEGABOLT TORPEDOES...62 10.16 MAIN & SECONDARY NOVAGUN
BATTERIES ...63 10.17 NUMBER OF NOVAGUNS FIRING ...63 10.18 RATE OF FIRE ...63 10.19 VOLUME OF FIRE ...63 10.20 EFFECTS OF BATTLE DAMAGE ...65 10.21 CASUALTIES...66 10.22 BOARDING ACTIONS...66 10.23 ORBITAL FORTRESSES...67 10.24 STARBASES...67 11.0 STARSHIP ECONOMICS & INTERSTELLAR COMMERCE...67 11.1 FINANCING STARSHIP PURCHASES ...67 11.2 PURCHASING USED STARSHIPS ...67 11.3 STARSHIP REVENUES ...67 11.4 STARSHIP OPERATIONAL EXPENSES...68 11.5 BANK ACCOUNTS ...68 11.6 STARPORTS ...69 11.7 TRADE & COMMERCE ...69 12.0 WORLD CREATION PROCEDURE...70 12.1 MAPPING THE STAR SECTOR...70 12.2 PLANET OCCURRENCE...71 12.3 POPULATION...72 12.4 GENERAL PLANETARY DESIGN...72 13.0 CULTURAL CONTACTS ...73 13.1 SENTIENT RACE TYPE ...73 13.2 POPULATION LEVEL...73 13.3 MAJOR CITIES/POPULATIONS/STARPORTS/
DOCKING CHARGES ...73
13.4 SOCIAL ORGANISATION ... 73
13.5 SOCIETAL STRENGTH... 74
13.6 XENO-ACCEPTANCE FACTOR ... 74
13.7 GOVERNMENT... 74
13.8 GOVERNMENT SUPPORT INDEX ... 76
13.9 LOYALTY INDEX ... 76
13.10 REPRESSION INDEX... 76
13.11 CORRUPTION INDEX ... 76
13.12 LAW LEVEL ... 76
13.13 POLITICAL PARTIES & POLICIES... 77
13.14 CURRENT POLITICAL SITUATION ... 77
13.15 CURRENT ALLIANCES... 77
13.16 PLANETARY TRADE & COMMERCE... 77
13.17 INDUSTRIALISATION INDEX ... 77
13.18 AVERAGE INCOME... 77
13.19 TOTAL TAXES ... 77
13.20 MAJOR IMPORTS/EXPORTS... 77
13.21 IMPORT/EXPORT RESTRICTIONS & DUTIES 78
13.22 TRADE ACCEPTANCE INDEX ... 78
14.0 DISCRETIONARY DESIGN OF PLANETS... 78
15.0 HABITABLE PLANETS ... 78
15.1 DEFINITION OF A HABITABLE PLANET... 78
15.2 STELLAR PRIMARIES ... 78
15.3 PLANETARY SIZE & GRAVITY TABLE ... 78
15.4 PLANETARY SIZE, DENSITY, & GRAVITY ... 78
15.5 GENERAL PLANETARY CONDITIONS... 79
15.6 LENGTH OF “DAY” ... 82
15.7 HYDROGRAPHIC FEATURES ... 82
15.8 BREATHABLE ATMOSPHERES ... 82
15.9 METEOR INFALL ... 83
15.10 VULCANISM ... 83
16.0 THE NPC RACES ... 84
16.1 NPC EXPERTISE ... 84
16.2 NPC CHARACTERISTICS & ATTRIBUTES... 84
16.3 ‘BUG—EYED MONSTERS’ ... 86
16.4 THE BUGS... 86
16.5 THE KLACKONS... 86
16.6 THE MERTUNS ... 87
17.0 THE BEASTS ... 87
18.0 PERSONAL LIVING EXPENSES... 89
18.1 AIRCRAFT & VEHICLE RENTAL... 89
5.0 GENERAL EQUIPMENT LISTS
The following items represent some of the equipment available for use in Space Opera. Virtually all such equipment is single-system design. However, vehicles are multi-single-system units.
5.1 SURVIVAL EQUIPMENT
CWC COLD WEATHER CLOTHING: A complete set of clothing that will protect the wearer from the effects of exposure and frostbite. Several versions are available:
CWC Model A B
WWC WARM WEATHER CLOTHING: Air-conditioned clothing which will protect the wearer from the effects of temperatures up to 1500 F/650C and high humidity. It weighs 5% of body mass and costs CR 900. It is ideally suited to tropical jungle conditions and normal desert/steppe conditions. The material will not rot from exposure to humid conditions, fungi, etc.
SSDPC ‘STILLSUIT’ DESERT PLANET CLOTHING: A highly efficient set of protective clothing which provides a~ almost self-contained environment. Heavy emphasis is placed upon conservation of body water through the use of sealed zips, filtered face masks or nose filters, and a water/waste reclamation system that is muscle. powered. Goggles also provide protection against wind-blown grit and sand. The units may be air-conditioned at an additional expense of CR 350 to increase protection +25OF/+14OC over standard limits, Basic StillSuits cost CR 500 and give protection in temperatures up to 1600F/710C. Weight is 7% of body mass,
SH SHELTER HALF: A sheet of waterproof material 1.5m x 2.5m, with provision to be ziplocked to another shelter half to make a full tent, Mass = I kg, Cost = CR IC. The lightweight material will fold into a space equivalent to that of several packs of cigarettes.
TENT: A basic lightweight tent for 2 persons made of the same lightweight waterproof material as a shelter half, but it includes a floor, ,end flaps, tent poles of light telescoping construction, and pegs. Larger tents are also available. Mass = 3 kg. Cost = CR 45.
CWT COLD WEATHER TENT: A basic lightweight tent for 2 persons which is insulated against the cold. It can be heated most satisfactorily with a CWH Cold Weather Heater. Mass = 5 kg.
Cost = CR 125.
CWH COLD WEATHER HEATER: A lightweight heating unit which runs on hydrox fuel cells. The CWH will warm a cold weather tent so that temperatures will remain above freezing in outside temperatures up to .125OF/.870C. Duration = 120 hours (5days) minus 1 hour per -100F/5.50C below freezing (per day). Mass = 3 kg. Cost = CR 40. Fuel cells cost CR 9 and mass 2 kg. Mass of heater includes one fuel cell. The unit can also be used for cooking, with I hour of fuel used per 2 litres of food cooked (litre
= about 1 kg of solid food or else boiled water).
HWT HOT WEATHER TENT: A basic lightweight tent for 2 persons which is insulated against the heat and may be sealed to provide water security. Mass = 5 kg. Cost = CR 125. A powercell operated refrigeration unit may be acquired at CR 350 which provides cooling for 96 hours of operation. Mass = 2.5 kg.
Cooled tents are equivalent to StillSuits for overall protection.
PT PRESSURE TENT: A basic shelter for two persons which provides standard atmosphere and living conditions for 168 hours (7 days). The unit includes an air reclamation system and a powercell operated heating/cooling system with a survival range from 1500F/.1O1OC to 2120F/1000C. Mass = 25kg. Cost = CR 2000. Larger, heavier models are also available.
PFC (UP) PRE-FABRICATED CABIN (UN-PRESSURISED): A modular un-pressurised unit providing quarters for 6 persons. Area = 2.5m x 6m. Cold or hot weather options can be obtained, giving an endurance of 2 weeks for 6 persons. Mass = 2.5 tonnes for basic unit. Cost = CR 7500. Cold and/or Hot Weather options add CR 2500 and 1 tonne mass each.
PFC(P) PRE-FABRICATED CABIN (PRESSURISED): A basic shelter for six persons which provides standard atmosphere and living conditions for 30 days, The unit includes an air reclamation system, and a mini-fusion reactor heating/cooling system giving a survival range from -2500F/-1570C to 4000F/2040C. The unit is modularised and has a volume 2.5m x 3m x 6m. Mass = 10 tonnes. Cost = CR 25000. Such features as airlocks, etc., are standard.
SLEEPING BAG: An insulated sleeping bag is available in 4 versions, corresponding to CWC Cold Weather Clothing types.
All mass 2 kg. Type A costs CR 250, Type B CR 150, Type C 60, and Type D CR 40.
RESPIRATOR: An oxygen-delivering mask covers the nose and mouth (some versions will cover the entire face). The unit is for use in atmospheres where protective Suits aren’t needed, but the oxygen levels are too low to sustain life or to permit strenuous activity. It provides 6 hours of oxygen on chemical purifiers (re-breather type), and the chemicals may be reused if they are heated to burn Out the ‘impurities.’ Powered filter masks cost CR 175 and have a 168-hour (7 days) endurance before the powercell must be recharged/replaced.
OXYGEN BREATHING APPARATUS: A self-contained breathing system utilising a facemask or mouthpiece and oxygen tanks. A tank of oxygen lasts 3 hours and costs CR ISO. The breathing mask, hoses, and adapter cost CR 100. A standard unit consists of two tanks and breathing equipment, for a mass of 5 kg and a cost of CR 450. A chemical purifier system is available at CR 50 to increase breathing time by 100%. A powercell purifier system is available at CR 250 to increase breathing time by 1600% (96 hours on two tanks). The units are usable in underwater conditions as SCUBA gear, as well as in dangerous atmosphere and in low-pressure or vacuum conditions.
ARTIFICIAL GILL: A powercell operated unit which extracts oxygen from surrounding water. It has an endurance of 48 hours on a power-cell. The Gill is usable Only on planets with a sufficient oxygen atmosphere to permit the waters to contain a reasonable oxygen content. Mass = 2,5 kg. Cost = CR 1000.
SCUBA SUIT: A protective underwater suit, including swimming fins and face mask. Mass = 2 kg. Cost = CR 125.
PROTECTIVE SUIT: An all-purpose coverall of syntheleather mesh (armour class H) which will provide protection against most corrosive chemicals and atmospheric Constituents, poison gases (including nerve gases), etc., as it is sealed against the atmosphere, Mass = 5 kg. Cost = CR 400. The suit can be worn over other clothing and may be totally sealed if oxygen breathing apparatus is used with it. It is not, however, a full-fledged vacuum suit in a sealed condition; for it cannot with-stand large pressure differentials.
ROPE: A variety of different types of rope are available, all of 30m (100 ft.) lengths:
WIRE LADDERS: A variety of very compact wire ladders are avail.
able in 6, 9, and 15 meter lengths. Mass = 2 kg for 6m ladder, 3 kg for 9m ladder, and 4 kg for 15m ladder. Cost = CR 5 per meter. The ladders are designed to be joined together if necessary.
BACKPACK: An ‘H’ frame lightweight backpack with a capacity of 30 liters/3C kg or 60 liters/60 kg Weight = 2 kg. Cost = CR 35.
JERRYCANS: Both plastic and metal jerrycans are available for storage of water, fuel, and other liquids, They come in 10 litre and 25 litre capacities. Mass = 1/2 kg for plastic 10L/25L and 2/4 kg for metal 10L/20L. Cost = CR 10 for 10L and CR 15 for 25L containers.
FIELD RATIONS: Standard rations which will sustain a man (or equivalent) for 1 day. Mass = 500gm. Cost = CR 2.50. Bulk purchases of 100 ration packs (50 kg) may be made at a reduced cost of CR 200. The food is quite tasty, with many items dehydrated to save weight. (These are cooked).
CONCENTRATED RATIONS: Food lozenges suitable for a space-suit or Power Armour dispenser may be obtained which provide a full days’ requirement in 100 gm. Cost = CR 275 for 100 lozenges (10 kg). The food is not superb’ cuisine by a long shot, but it can be tolerated for quite some time.
5.2 COMPUTERS
The computer or, more correctly, the MultiComputer, is an ultra-high performance data processing system with storage
capacity measured in thousands of data processing units (kdpu). One data processing unit or dpu is roughly equivalent to 100,000 bits, so the capacity of the largest units is almost vast enough to store much of the significant knowledge of the race.
In addition to being able to run a great many programs simultaneously, such Units can store data equivalent to the largest libraries today for instant reference and inclusion in any program being run. All MultiComp units are capable of
‘managing’ the automatic functions of highly complex multi-systems like Starships and even Cities, particularly the higher
‘marks’ (Mk.)
The mass of such units includes only the main systems. Each terminal adds additional mass, usually in the neighbourhood of 25 kg. Also, for each Tech level a producing culture is below the Tech level given for a particular Mk. of Multi-Camp, increase the mass x5. Thus, a Tech/7 version of a MultiComp Mk, VII would be 5 x 5 x S x 5 x 7.5 tonnes = 937.5 tonnes. This reflects the inferior technological capacities of a lower level culture. Similarly, reduce the mass of computers rated at a lower Tech level by 1/2 far each Tech level that the producing culture is above the rating. Thus a Tech/IC version of a MultiComp Mk. is 1/2 x 1/2 x (/2 x 500 kg = 62,5 kg, reflecting the superiority of Tech/IC technology.
MultiComp Mk. I II III IV V VI VII
Tech Level 6-7 7 7 8 8 8 9
Mass 500 kg 750 kg 1000 kg 2t 3t 5t 7.5t
CPU 100 kdpu 250 kdpu 500 kdpu 1000 kdpu 2000 kdpu 5000 kdpu 7500 kdpu Data Bank 500 kdpu 1260 kdpu 2500 kdpu 5000 kdpu 10 000 kdpu 25 000 kdpu 37 500 kdpu
Time Factor 0.25 0.15 0.1 0.05 0.025 0.01 0.08
Cost (CR) 100 000 250 000 500 000 1 000 000 2 000 000 5 000 000 7 500 000
MultiComp Mk. VIII IX X Xl XII XIII XIV
Tech Level 9 9 10 10 10 10 II
Mass 10t 12.5t 1St 20t 25t 50t 50t
CPU 10000 kdpu 12 500 kdpu 15 000 kdpu 20 000 kdpu 25 000 kdpu 50 000 kdpu 100 000 kdpu Data Bank 50 000 kdpu 62 500 kdpu 75 000 kdpu 100K kdpu 125K kdpu 250K kdpu 500K kdpu
Time Factor 0.06 0.05 0.04 0.03 0.02 0.01 0.005
Cost (CR) 10 000 000 12 500 000 15 000 000 20 000 000 25 000 000 50 000 000 100 000 000 The cost of a computer rated at a lower Tech level than the
producing culture is reduced by 3/5. A Tech/9 culture can therefore produce a Mk. VI MultiComp at 3/5 x 5,000,000 = 3,000,000 credits.
Mk. X MultiComp and higher Mk.s are sentient (that is, they are aware in the same fashion that a living being is aware), for their circuitry rivals in complexity the nerve synapse systems of the brain. However, the volitional capacity (‘free will’) of such units is quite restricted, and the spectre of a cybernetic revolt is unlikely. Indeed, the partnership between such units and their creators is usually congenial, and ‘cybernetic rights’ to personal computer time have been established in most cultures to maintain the units at maximum ‘happiness’ (efficiency). Further,
there are too many safeguards and back-up systems to permit such a unit to run amok; at least 3 separate systems are hooked in tandem, and any component exhibiting any form of
there are too many safeguards and back-up systems to permit such a unit to run amok; at least 3 separate systems are hooked in tandem, and any component exhibiting any form of